Using a camera object in OpenGL

I use a vector for object position, and a quaternion for object orientation.

When changing one of them I calculate in a matrix.

Everything works fine, except: the Camera.
That is because OpenGL hasn't got a camera. So I generate a normal object, with vector and Quaternion.

But when I multiply the matrix, it's wrong, that's clear, because I have to move the world inverse of the camera before drawing.

So I first have to orient the world matrix in some inverse way (how??)

and then I translate: -x, -y, -z and then I draw.

The translate thing works, but not the orientation.
PLEASE tell me the right thing I should do. should i inverse the matrix before multiplying, or the quaternion, before converting to the matrix, or anything else?

PLEASE, tell me, I already spent weeks on this problem! I can't hear: get a book of linear algebra.
I have everything working, and I don't have the time to study linear algebra, just for one solution, that is already done very often (e.g. in Queasa, Rb3D, QD3D) but I can't get the right source out of Quesa, because I don't understand it.

Please really help and give me an information! Once I thought the solution could be, to scale the whole matrix with -1, but not tested yet!

I thank you very much for a solution and would be VERY, VERY grateful, and help that person alot.

In my old RB engine, I always made a work-around, because in that time, I also searched a solution for weeks, without success. You can imagine, how much I love searching for it. ;-)

2) you can either create a custom "camera" class to handle the simulation of a camera, or you can do it from whatever scope you choose (ie, drawFrame()). either way, step 2 is to load a new identity, then rotate the matrix in the opposite direction of whatever direction the camera is pointing in.

The easiest way of computing the view matrix in your case looks to be inverting the camera's orientation quaternion -- to do this, first normalize your quaternion, then multiply the x, y and z components of the quaternion by -1 (but leave the w value untouched). Then, transform the entire scene by this quaternion: convert it to matrix form, and multiply the modelview matrix by it.